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King Arthur: Knight's Tale
Cheat Codes:
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Submitted by: David K.
Tips and Tricks for the Story Campaign Act 1:
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We’re going to dive deep into Act I of the story campaign and we’re going to
share some general advice on how to play through it more effectively.
It’s not a walkthrough or anything serious, rather a bit longer version
of loading screen hints.
-=Story Campaign Act 1 Hints=-
It’s highly recommended to equip two potions on each of your heroes before
starting a new mission, especially on higher difficulties. Potions can be
purchased at the Merchant’s store or can be looted from chests throughout
missions. So be sure to equip two for everyone and try to experiment which
type of potions are the best for each character. You might think equipping
two Health Potions would be the obvious choice, but sometimes that extra
armor or damage could help tremendously.
Don’t forget to use Vacant Titles with your heroes in unlocked Camelot
buildings. It’s a step that you might accidentally skip while being busy
managing your heroes in-between missions. All these titles give small buffs
to that particular building and its effects, but all the small upgrades and
unlocks, including Vacant Titles add up very quickly.
Be sure to carefully explore all maps in their entirety. You never know
which corner hides an NPC with some neat rewards, a chest with an item
upgrade, some lore tidbits, strange orbs, or simply just more resources.
The "Summon Lost" ability of Isolde’s Necklace - a Relic item you’ll find
early on during your journey - can turn the tide of tough battles really
quickly. Equip the item on any character and you’ll be able to summon a
Lost minion for the duration of one encounter per map. So it might worth
holding the summoning spell for the hardest encounters.
Very early on, while leveling up your heroes, it might worth sticking to
one element (fire, poison, etc.) and choose skills that further upgrade
that chosen one. Equip the appropriate weapon or armor with stats that
further boost that type of damage or element and you’ll be more than fine
for the time being. A group of heroes where you can find masters of fire,
poison, freezing and so on can be extremely powerful as you’ll explore
Avalon in further Acts.
The Round Table building is one of the most important buildings in Camelot,
but it also has the most expensive upgrades that sometimes cost thousands
of gold and building resources. Still, it is recommended to save some coins
for these, since unlocking Laws or Decrees early on will give you a great
tactical foundation to your campaign with a lot of advantages.
If an encounter on any mission gives you a headache, try to explore the map
a bit in other directions. You might bump into a shrine that gives you some
buffs, a campfire that heals your heroes, or something else that might help
you. Sometimes triggering the encounter from a different direction can change
the dynamic and the difficulty of the battle fairly quickly. If it is an
optional encounter and you’re out of ideas, there’s no shame in skipping it.
You might want to keep certain powerful items in your inventory for specific
maps, there’s space in your stash after all. For instance, the RNG gods can
smile upon you by giving you a lot of cool items that are good against the
Lost faction for instance, but of course, not all maps in Act I are Lost
themed. So if you’re having issues with the difficulty level, be sure to
switch gear regularly and experiment with skill and gear combinations that
might help against one particular faction or encounter.
White Knight Guide (Infinite Attacks Build):
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Written by Saravan
This build should not be taken seriously as it will not always work in Very
Hard difficulty. However, it’s very effective against encounters with a lot
of opponents and most importantly, extremely hilarious.
-=Guide to Infinite Attacks Build=-
To achieve infinite attacks with the White Knight you will need to reach +4AP
per kill via passives from Rage and Blessed Weapon (+2 AP in total) and the
other +2AP from relics. The White Knight must one-shot the target, else this
will not work. In addition, to avoid wasting AP on movement, you will need a
specific weapon relic that lets you teleport to another target within 8 tiles
after killing a target.
-=Some additional tips for this build=-
* This build benefits greatly from anything that increases damage per kill. The
Rage skill and its passive grants +15% weapon damage per kill.
* Make sure that the White Knight has enough AP to activate Blessed Weapon, move
to the first target and kill him in the turn you try to activate the teleporting
killing spree. I typically always move back a few tiles in the first round to
reserve extra AP for the second one. This will also make all the targets move
closer to you allowing for the 8tiles teleporting weapon to activate on all
of them. In addition, White Knight’s Tier III skill Damage Focus increases
damage for every reserved AP.
* Let your other party members damage the first 2-3 targets to allow the White
Knight to one-shot them, this will in most cases grant enough +% damage for
the White Knight to start one-shotting the rest of the targets on his own. If
however, the White Knight ends up teleporting to a tanky target, you should
reserve some AP on your other party members to assist in damaging the target
first. I usually reserve AP on my Vanguard who has high mobility and the
vulnerability hex from Mordred for these situations.
* This build will not work against single (or very few) enemies with high HP
(e.g. bosses). It’s however very effective when there are more than 4 targets
in an encounter which is typically the case on Very Hard difficulty.
* On Very Hard difficulty you will regularly encounter mobs with Stone Shield
(immunity to first 3 hits). This will present an obstacle for this build, I
usually work around it by ensuring that my Vanguard can leap to the target and
remove the 3 immunity hits during the turn I want to activate this strategy for
the White Knight.
How to Save File Editing and Modding Game:
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Written by Nord
-=Intro=-
Before you do anything, backup your save files.
* A single, unwanted, character or even just a space somewhere can & likely will break
your save file and you are s* out of luck until you find and correct it.
* So I’ll say it once more: Backup your save files.
* Occasionally, after editing your save, the game will take forever and appear frozen
when you try to load it, that’s "normal", just wait.
* If the game crashes, it does not automatically mean you did something wrong, just try
again to load. You will notice a "butchered" file if you load one, trust me ??
* You also might get a message like "save from older version, reset before starting a
mission blabla", which you can generally ignore. Hence it is also generally advised to
only edit savefiles which are saved inside camelot or on the worldmap.
* Naturally you could brick your playthrough with this but I haven’t had any issues so
far and it is very unlikely that any will appear.
* I started fiddling with my savegame at level 10, now im mid 15 and no issues so far.
-=Savegame Location=-
The save files are located here:
* C:\Users*yourUserName*\Documents\NeocoreGames\KA_KT\Users*SteamDigits*\Save
In here you just look for the savegame you want to edit, they will match in names on how
they are named inside the game.
Right Click on the save file you want to edit and choose "open with" and choose notepad
(or any similar program - I’d suggest to use notepad++).
Depending on how new or old your savegame is, in terms of actual playtime and progression
in the game, it will contain more or less data and therefore lines of "code"
(Who would have thought, right?).
You do not need to close the game when you edit a save file. I would suggest to do it
while the game is open, this way you also won’t need to take care of potential anti-
tamper measurements
-=Resources, Morality & Faith=-
The "Info.cfg" & "Adventure.cfg" section in the file should be straight forward, it’s mainly
gamesettings but it also includes morality & faith and you can also edit gold, building
resources and such.
If you can’t figure out how to change gold or some basic resource by yourself, you might
want to stop right there and just play the game, the editing won’t get easier from here on out.
* MordredSkin=0 - default skin.
* MordredSkin=1 - the white skin, from twitch or some similar crap.
* ResurrectionTokens=1 - this is how many resurrections you have available inside the crypt.
In both the "info.cfg" and "adventure.cfg" you will have values for Religin, ReligionLast
and the same for morality.
Religion as well as Morale are both either normal values, for example: Religin=14 or -values,
for example: Religin=-14
Normal values are for Christianity & Rightful while negative values are for Old Faith and Tyrant.
So Religin=-5 would be 5 points into old faith and Religion=5 would be 5 into christianty.
You need to edit both values in adventure.cfg aswell as info.cfg for it to work.
You can ignore the ReligionLast / MoralityLast variables.
Bring back dismissed heros & freely exchange roundtable with aspiring heros
Important: Before you move or bring back a hero these ways, make sure they are not inside any
facilities and also have no court titles or "jobs" assigned!
You can do this easily ingame, or alternatively, make sure that "CurrentlyTreated=" and "Title="
are blank inside the save file.
-="HeroSaveData"=-
Again, most should be obvious on what they do.
* xp=11364 -if you want to max level your hero just put 999999 or something and gain some
XP, if you just want to do a few levels you are better off duplicating XP tomes
(more on that in the next section).
* Injuries= - if you remove everything after = your hero has no more injuries.
* DeadHero= - 0 = alive and kicking, 1 = inside the crypt.
* IdleHero= - 0 = active and inside the roster, 1 = in the aspiring hero tab.
* This allows you to move a hero from your roundtable / roster into the aspiring hero area
or vice versa, however make sure you actually have free slots.
* damaged= -same as with injuries, if it has any value remove it and the hero is healed.
We can also re-recruit heroes which we previously dismissed:
Look for "Tags=Dismissed" , remove Dismissed so it just says "Tags=" and choose with the IdleHero=0
or 1 where you want them to appear. (again, make sure you actually have free slots)
This usually works, however sometimes it doesn’t...
But there is a second way to bring back dismissed heroes:
Again, look for Tags=Dismissed, remove dismissed so it just says "Tags=" and this time
also change "DeadHero=0" to "DeadHero=1" and change "Killer=" to "Killer=LostKnight"
The hero should now spawn in your crypt and be ready to be resurrected
(remember: you can also edit the amount of resurrection tokens you have)
You can also "give" yourself heros which you haven’t met yet or can’t recruit. Its also possible
to replace a existing hero with a different one.
I haven’t tested this much yet but technically all you need is a blank HeroSaveData sheet, so j
ust copy Sir Mordred’s HeroSaveData, remove all LearnedSkills & equipment and Change "HeroType"
to the hero you want, the names are usually just how the hero is called, without spaces.
Though with this I would say, unless you are already in the endgame mode, that you are riding
a fine line between it works but the question is just for how long.
-=Add or Duplicate Items=-
Under "Inventory" you will have a list of all the items you got in your inventory.
To add an item, first look if you already got one of it and add the new one right below the
existing one. If you don’t have one already, it should not matter where you put it (I think),
but I would generally put it last.
-=Here are the important tomes=-
* ItemName=Tome_resetskills
* ItemName=Tome_removetrait
* ItemName=Tome_resetloyalty
* ItemName=Tome_xp
* ItemName=Tome_skillpoint
Note: here I’m pretty sure the game only ever drops a single one in act 1.
-=So just add these lines=-
EquipmentItemSave
{
Buyback=0
NewItem=0
ItemName=Tome_resetloyalty
StackCount=1
}
And exchange ItemName= with whatever tome you want, as tomes don’t stack leave the
stackCount at 1.
You can also add items this way, however as items are named like this: Jewelry_T3_U_3 or
TH_Accessory_T3_R_1 it’s near impossible to know what you are getting unless you know what
it is already, hence already having one it in the game. But I guess one could just change
the numbers and see what comes out.
You can also add items directly to your hero, if you look for "Equipment=" and just
add them there.
Changing loyalty and moving/duplicating essence buffs.
Under "HeroSaveData" you can change the loyalty by finding the hero you want to change
it for and then look for:
LoyaltyEventModifiers
{
}
and change it to:
LoyaltyEventModifiers
{
EventBonus=10 (or whatever number you want)
}
You can also move or duplicate essence buffs:
You might want to unequip all other gear to make it easier.
Again, look for the hero you have used the essence on and under "Equipment=" you will
see the values for the essence, they usually start with: "AM_Consumable", from here you
can freely move or duplicate these to other heroes.
Keep an eye out for the ; dividers, they are strangely placed and sometimes need an , and
other times an ; to end, randomly - which is why unequipping all other gear isn’t a bad idea.
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